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ImpAtom posted:You can do safehouse upgrades now, they're just poorly explained and you need materials to do them. Can I start ignoring the story though? It seems like the mission they gave me is important to the story.
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# ? Jun 6, 2013 04:01 |
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# ? Jun 3, 2024 23:49 |
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Kymera posted:Can I start ignoring the story though? It seems like the mission they gave me is important to the story. I ignored it for a long time without consequence but I can't say for sure that it has no consequence for ignoring it. You shouldn't need to feel rushed though.
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# ? Jun 6, 2013 04:02 |
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I like how the demo is actually the full game, just on a like... 1 hour or so timer. So I can rush through the mountain then bugger around for a while. I made a circle out of cars and stood in the centre shooting off zombies.
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# ? Jun 6, 2013 04:06 |
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ImpAtom posted:I ignored it for a long time without consequence but I can't say for sure that it has no consequence for ignoring it. You shouldn't need to feel rushed though. Okay cool thanks. How long are the nights in this game in real time? I was surprised by how long it was dusk at the start of the game.
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# ? Jun 6, 2013 04:06 |
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On the topic of an Australian/NZ release: http://forums.undeadlabs.com/showthread.php?17594-Special-Launch-Day-FAQ!quote:Q: I can't find the game! (Australia/New Zealand)
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# ? Jun 6, 2013 04:34 |
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Played this a shitload today and have been having fun. Haven't killed anyone off yet, which means I've spent most of my time as Maya since her traits looked good. Heavy weapons are the poo poo once you specialize and level it up a bit, though I imagine that's the case with most of the weapon specializations. Also got some other skill that makes me faster while sneaking, removes all locked doors, and makes the speedy search completely silent. Moved my home base somewhere larger and have been mostly trying to get more materials to upgrade. Kind of sad that, as far as I can tell, you can't teach skills (powerhouse, etc) to characters, though I guess that just means I should diversify. Outposts, as far as I can tell, are safezones that allow you to access your homestash from far away. As for the person complaining about asking their radio lady for ammo dumps, you need time for her to send the word out. You should get a marker on your map when she's done.
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# ? Jun 6, 2013 04:36 |
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Is there eventually a way to wait out the night? It takes forever and I really don't like the idea of going spelunking in the super dark evenings by myself, especially with new types of zombies rolling around. Game is fantastic though. Haven't encountered any issues aside from the aforementioned lack of a gamma slider and the stealth kills becoming pushes at exactly the wrong time.
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# ? Jun 6, 2013 04:40 |
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Kymera posted:Okay cool thanks. How long are the nights in this game in real time? I was surprised by how long it was dusk at the start of the game. I think about 45 minutes. I may be wrong but I believe so.
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# ? Jun 6, 2013 04:40 |
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Dark_Swordmaster posted:Is there eventually a way to wait out the night? It takes forever and I really don't like the idea of going spelunking in the super dark evenings by myself, especially with new types of zombies rolling around. As far as I can tell, you can't just wait out the night. You just kind of get used to the night though, since I don't think it changes spawn rates. Also, something I don't think the game ever explains, or at least doesn't go in depth, is to wander around houses before searching them. You'll see little circles on the minimap which are like exploration markers. Once you've been to them all, it'll put a "safe" circle around the building, which seems to decrease the likelihood of zombies hearing loud noises while you search as well as marking any zombies still in the circle.
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# ? Jun 6, 2013 04:48 |
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Really looking forward to this once Australia gets its act together. One of the few games where I used to check the website for news updates.
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# ? Jun 6, 2013 04:49 |
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Dark_Swordmaster posted:Is there eventually a way to wait out the night? It takes forever and I really don't like the idea of going spelunking in the super dark evenings by myself, especially with new types of zombies rolling around.
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# ? Jun 6, 2013 05:17 |
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Captain McStabbin posted:As far as I can tell, you can't just wait out the night. You just kind of get used to the night though, since I don't think it changes spawn rates. Also, something I don't think the game ever explains, or at least doesn't go in depth, is to wander around houses before searching them. You'll see little circles on the minimap which are like exploration markers. Once you've been to them all, it'll put a "safe" circle around the building, which seems to decrease the likelihood of zombies hearing loud noises while you search as well as marking any zombies still in the circle. Yeah I saw the little circles and found out that after you get all of them it counts as "explored" and lets you turn it into an outpost. How much of this is randomized? I assume non-story missions are, as well as supply locations/quantities, etc. Are survivors? Their names, traits, locations, etc? One of the "Wow, you're really complaining about that?" things about Dead Rising to me was that the survivors were always in the exact same spot doing the same thing each time. Granted, that game was about replaying it many many many times over before beating it, but still, some randomization to people who aren't you would be nice.
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# ? Jun 6, 2013 05:23 |
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This really needed a tutorial or a manual or something because there's a lot of stuff that's not really explained in great detail.
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# ? Jun 6, 2013 05:29 |
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Is there an in-game clock? I don't see one on the map or in the journal. Also, I assume all times for radio cooldowns and such are in-game time, as a one real-day cooldown is browser game bullshit. Yeah, the tutorial dumps you pretty hard. Fatigue and recovery are barely touched as a pop-up. It's part of why I thought you could build beds to sleep in. But you cannot sleep apparently. e: Also a beastiary. What's the point of telling me "New zombie: Big Bastard" if I don't have reference to consult. Just spawn them and that's that. Dark_Swordmaster fucked around with this message at 05:34 on Jun 6, 2013 |
# ? Jun 6, 2013 05:31 |
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ImpAtom posted:I think about 45 minutes. I may be wrong but I believe so.
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# ? Jun 6, 2013 05:45 |
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gibbed posted:Getting yourself killed seems to change the time to day. Breaking both your legs works too!
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# ? Jun 6, 2013 05:50 |
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I just found this out, if you come across a house with a ton of caches (the big thing you can only carry one at a time). If you setup an output there, it will give you extra resources each day until the caches are drained.
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# ? Jun 6, 2013 06:11 |
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UberJumper posted:I just found this out, if you come across a house with a ton of caches (the big thing you can only carry one at a time). If you setup an output there, it will give you extra resources each day until the caches are drained. Yep, that's what the resource icons on outposts mean. An outpost with an 'ammo' icon, for example, will generate a small amount of ammo each day. So, to summarize, outposts provide: - a way to access your main base storage remotely - traps to deal with hordes - a relatively safe area to heal up and recharge stamina - bonus resources depending on the contents of the building the outpost is in. Also, has anyone figured out how to get other survivor groups to join you? There are three separate survivor groups that I know of, and they all trust me and like me, but I can't figure out how to invite them to my headquarters. I've lost a few people and we're short-staffed now - plus I want to move to a new home, and the site I'm eyeing will require even more people to secure.
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# ? Jun 6, 2013 06:42 |
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Where is the biggest place you can move to? I can't build anything else at the starting church and don't see much of a point in doing an incremental upgrade. I'm assuming nothing carries over besides survivors and supplies right?
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# ? Jun 6, 2013 06:48 |
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"COME TO THE CHURCH" "Okay cool well we just got these truck keys so that shouldn't take long. What? The bridge is out? FFFF-" And then I failed jumping the gap, the truck tumbled into the ravine, exploded, and now a gravely injured Maya hates me. The end.
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# ? Jun 6, 2013 06:51 |
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Little Mac posted:"COME TO THE CHURCH" I think this might be the best story to come out of this game so far.
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# ? Jun 6, 2013 06:54 |
This game is really cool. I just got to the church and there doesn't appear to be any more missions after the one to get medicine. Am I just supposed to start gathering stuff of my own accord or am I missing something? Also this game would be even cooler if it had some kind of Journey-esque phase in/out or even Dark Souls type multiplayer.
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# ? Jun 6, 2013 06:59 |
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Little Mac posted:"COME TO THE CHURCH"
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# ? Jun 6, 2013 07:13 |
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I've spent about 7 hours plowing into this game and so far I can definitively state that a) this is the most "complete" zombie game ever made, but b) it is still a work in progress. I don't care about the graphical glitches and collision issues because honestly, a $20 zombie game with this much sheer stuff is worthy of praise in and of itself. It's really fun if you enjoy a sandbox experience where survival is emphasized over story. I like micromanaging my little post-apocalyptic community. I just wish the game would differentiate its alert system a little better, because I lost 3 people to a viral infection/survivor zombie-turn-attack that happened so fast and had no unique "poo poo IS GOING DOWN BACK HOME" alert that I never even noticed until I came back and was like, "What the hell? Why did I lose so many people?" I had to read through the journal sub-menu to figure it out. Also, I've noticed that a bunch of people go "missing" no matter what you do, and in my case they go missing faster than the game allows you to go on a rescue mission. It's mostly the same three people that it keeps happening to, but it's like they're stuck in this perpetual cycle of uselessness until I rescue them again.
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# ? Jun 6, 2013 07:19 |
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Little Mac posted:"COME TO THE CHURCH" I tried jumping it and we all landed unharmed in the ravine. It was great.
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# ? Jun 6, 2013 07:24 |
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I know its just random numbers and there's no intent behind it, but jesus christ, having my best guy go missing for a couple hours when I needed him the most was incredibly dramatic. Was on the edge of my seat waiting for some kind of resolution. Now that he's back all I can think about is how I had to eventually put down the last dude that went mysteriously missing.
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# ? Jun 6, 2013 07:39 |
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Holy loving hell this game needs to explain itself a little better. Just menus and menus and nothing works like it seems it should.
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# ? Jun 6, 2013 08:01 |
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Mister Bates posted:Also, has anyone figured out how to get other survivor groups to join you? There are three separate survivor groups that I know of, and they all trust me and like me, but I can't figure out how to invite them to my headquarters. I've lost a few people and we're short-staffed now - plus I want to move to a new home, and the site I'm eyeing will require even more people to secure. If you start building traps outposts aren't relatively safe, they can take out a horde of zombies while you sip energy drinks and drip morphine. Not sure on groups, but every now and again one of the groups will have someone ask for help - if you help them, you escort them back to their base, the others will be dead and that survivor will join you. Haven't been able to get a group to join, and I haven't seen any of the named groups offer that mission, either (Grange in the flower/engineer shop, or the whatcha-ma-callit brothers). If they join up, it will probably be via story missions. As for the guy complaining about guys going missing, each outpost offers a 15% chance they make it back on their own, so if you've built up outposts regularly you can ignore them. Also, if you keep your crew to a tidy 8 total people you won't need to build a bunkhouse in your second base, leaving you a spot for the garden or something else useful, so you may want to cull if they're useless (not sure if they're actually useless for you, or just unleveled. I had some survivors with traits that were like "lush - wits gains slowly, 2 Packs a Day - Cardio gains slowly" and the like. Got that guy eaten by a zombie real quick. Always check their skills and make sure they don't have anything useful for your outposts before going that route, though. I'd kill for a master craftsman or whatever to make the car shop.
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# ? Jun 6, 2013 08:04 |
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THF13 posted:Where is the biggest place you can move to? I can't build anything else at the starting church and don't see much of a point in doing an incremental upgrade. I'm assuming nothing carries over besides survivors and supplies right?
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# ? Jun 6, 2013 08:19 |
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TheAnomaly posted:As for the guy complaining about guys going missing, each outpost offers a 15% chance they make it back on their own, so if you've built up outposts regularly you can ignore them. Also, if you keep your crew to a tidy 8 total people you won't need to build a bunkhouse in your second base, leaving you a spot for the garden or something else useful, so you may want to cull if they're useless (not sure if they're actually useless for you, or just unleveled. I had some survivors with traits that were like "lush - wits gains slowly, 2 Packs a Day - Cardio gains slowly" and the like. Got that guy eaten by a zombie real quick. Always check their skills and make sure they don't have anything useful for your outposts before going that route, though. I'd kill for a master craftsman or whatever to make the car shop. Thanks! This makes much more sense. I use the "call a scavenger" ability whenever I find a second utility (materials, meds, ammo ext.) and I'm already carrying a rucksack. Just out of curiosity, where did you find this information? The wiki is still fairly barebones so if there's a better place to get basic game mechanic information I'd love to see it. e: So about the COMMERCE: Library Access upgrade... I started researching it for kicks and the timer seems to be a literal 24 hour real-time clock. That has to be a glitch, right? That's like a month of in-game time for a measly +2 ammo trade agreement with another camp. That just seems ridiculous. T3hRen3gade fucked around with this message at 08:48 on Jun 6, 2013 |
# ? Jun 6, 2013 08:23 |
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T3hRen3gade posted:Thanks! This makes much more sense. I use the "call a scavenger" ability whenever I find a second utility (materials, meds, ammo ext.) and I'm already carrying a rucksack. Just out of curiosity, where did you find this information? The wiki is still fairly barebones so if there's a better place to get basic game mechanic information I'd love to see it. Most of it is in game, tucked away in the menus to create things like outposts. The rest discovered through trial and error (you can read the character traits by hitting a when hovering on their page, then scrolling down to them, and it will tell you if it has an actual in game skill affect, for example. If you go to the base menu and scroll around the outposts down in the bottom squares they will tell you what each outpost does, and each one I have has the X% chance for a missing survivor to make it back on their own). I also noticed once you've gotten 5 or six of them built, you never seem to lose people unless you do it directly. The bedrooms tell you how many they can fit. It's usually 2 to start, then upgrades to 8. Barracks give sleeping bags, which give you a chance to ignore sleep deprivation, then upgrade to another 8 beds. You can't upgrade any building that starts in the location (Tree house if you guy with the suggested second base is a fort that can't be upgraded, the priests room in the church). If you scroll around on the scavenger menu screens almost everything will tell you what it does, or what it needs. Downside is you can't tell exactly what outposts will do for you until you have them, and you don't know what you can build from various upgrades (to the medical facility, workshop, garden, library) until you've built it either. I am thinking of starting over and just stockpiling building materials until I hit the ability to make new bases, then move my base to each location and see what they have as upgrades. I may also just keep playing my current game and move to the Alamo, because bunking in a bar seems like a good idea.
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# ? Jun 6, 2013 08:35 |
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T3hRen3gade posted:e: So about the COMMERCE: Library Access upgrade... I started researching it for kicks and the timer seems to be a literal 24 hour real-time clock. That has to be a glitch, right? That's like a month of in-game time for a measly +2 ammo trade agreement with another camp. That just seems ridiculous. Not a glitch, but that time keeps counting down even while you're not playing the game. I'm going to make the second post a FAQ and Cool Tips from Cool People, so any suggestions would be helpful.
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# ? Jun 6, 2013 09:00 |
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This might be a dumb question, but is there some way to bring along NPCs with you while you're exploring the world? I kind of feel like the game is asking too much of me, and it'd make more sense if I was supposed to have to other guys helping to drop zombies.
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# ? Jun 6, 2013 09:24 |
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There's an achievement for getting ripped in half.
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# ? Jun 6, 2013 09:42 |
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I hate how agonizingly slow the turning speed is in this game, especially since there's no button to snap the camera to the direction I'm facing. It really makes looking around feel like a chore.
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# ? Jun 6, 2013 10:02 |
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Croccers posted:On the topic of an Australian/NZ release: http://forums.undeadlabs.com/showthread.php?17594-Special-Launch-Day-FAQ! I used a US Xbox account on my Australian Xbox along with paypal to put on 1600 points. Cost me $23.57 AU, which is still better than the $30 AU price. Been playing under my Australian GT just fine . Captain McStabbin posted:Heavy weapons are the poo poo once you specialize and level it up a bit How do you specialise? Do you just use a single weapon type or is there skill points to spend? And does anyone know how the workshop weapon repairing and car repairing works? Do they automatically repair items from my stash? I don't think I've seen anything get repaired yet, but maybe I haven't waited long enough. edit: Found out one of the answers myself, just loaded up the game and my stash weapons have been fixed up a bit . My car still seems busted up though. Ronald Duck fucked around with this message at 10:39 on Jun 6, 2013 |
# ? Jun 6, 2013 10:08 |
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Cars take a bit longer to repair IIRC. As for weapon specialisation you have to choose a weapon type at a certain level (4 Fighting, I think?) and you'll then unlock an experience bar for that. Near as I can tell blunt weapons knock stuff down, edged weapons chopheads off and heavy weapons just murder the poo poo out of everything.
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# ? Jun 6, 2013 11:06 |
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Can you trade items between people? Just got to the part where I can swap between Marcus and Maya and I can't find any way to do it other than going back to the ranger house and using the storage locker. I can see this getting frustrating fast if I have to carefully think about who I want to hold an item before picking it up.
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# ? Jun 6, 2013 11:29 |
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Chick3n posted:I used a US Xbox account on my Australian Xbox along with paypal to put on 1600 points. Cost me $23.57 AU, which is still better than the $30 AU price. Been playing under my Australian GT just fine . You have to level up either shooting or fighting to level four, I think. Then, at the bottom of the skill menu (represented by a star) it'll display the weapons you can specialize in. A couple other skills also open up specializations, so check their detailed lists to see which ones unlock when. This is also where you find how to counter attacks, which is surprisingly useful. E:f,b
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# ? Jun 6, 2013 11:29 |
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# ? Jun 3, 2024 23:49 |
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Do the markers for your friends corpses ever disappear? Myles got torn in half on the stairs to some house and his belongings are unreachable
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# ? Jun 6, 2013 11:38 |